Month: August 2013

Right now, anyone who knows much about the 3.5 and Pathfinder systems is that Evokers have always gotten the short end of the stick. At some point, I’d like to explore what makes a fun and useful evocation spell (besides blast things to smithereens), Here are a few spells that have come out of that.

A pulse of electricity is placed on the target, tearing into any wounds that open up on the target. Any time that the target takes any damage from any source other than this spell, it also takes 1 + 1 per 3 caster levels lightning damage (max 6).

A pulse of electricity is placed on the target, tearing into any wounds that open up on the target. Any time that the target takes any damage from any source other than this spell, it also takes 3d8 + 1 per 2 caster levels lightning damage (max 3d8+ 10).

You call forth lightning that from the past ages of chaos. You gain a number use of this ability equal to 1/2 your caster level (max 12). With this spell, you can choose from one of 2 abilities as a standard action. You can throw a bolt of lightning up to 400 feet. If this spell hits a creature or object, that target takes 20d6 lightning damage, and must make a Fortitude save or be stunned for 2d4 rounds. Even if he succeeds on the save, he is stunned for 1 round. The target is not allowed a save if the spell would hit standard AC. Either way, all creatures around him also take 20d6 lightning damage and are stunned for 1 round (reflex half and negate stun).

The second use of this spell centers it on yourself. Doing it this way does no damage, but makes a Bull rush CMB check on all creatures within 40 feet of you equal to 1d20 + 15 + your casting stat + your caster level. If this bull rush succeeds, it pushes the creature 40 feet + 5 feet for every 2 points that you succeed by. All creatures in the area of the spell (other than yourself) must make a Fortitude Save or be blinded permanently (dazzled for 1 hour on save).

When you cast this spell, you gain 1 charge + 1 charge per caster level (max 6 charges at caster level 5). As an attack action (or once as a free action upon casting this spell), you may use 1 charge. This allows a ranged attack with a range increment of 50ft which must hit normal AC, but does 1d10 cold damage if it hits. This spell is treated as the most advantageous of a non-magical piercing weapon or a cold attack. You gain your choice of bonuses that would apply to any bow or crossbow or any cold ray. Each missile is affected by Spell Resistance separately.

You call a storm from the skies that surrounds you with lightning. Any creatures on the edges of the range take 1d8 lightning damage/CL (max 10d8) unless they succeed on a Reflex save. If they do, they gain free movement to either side of the spell. The spell persists, in which if any creature attempts to go to the other side of the wall by standard movement, they take 5d6 lightning damage (no save) and must succeed on a bull rush CMB check (DC 15 + Caster level + Casting stat or the caster’s CMD vs Bull rush, if higher) or have it’s movement stopped immediately. If a creature is forced against the wall, it cannot attempt the bull rush check, and will remain on it’s side of the wall.

I do admit that a lot of what’s here are lightning spells, and this does include some experiments in having some extra use for Gishes, mainly through adding bonuses for hitting primary AC, and allowing some martial stats to affect the difficulty of the spells. On the other hand, I’m hoping effects like Primal Bolt, which doesn’t give more upfront damage, but allows a spell slot to go further, gives true mages a reason to use evocation spells without DMs feeling a need to just stack more hp.